/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#pragma once

// clang-format off
#include "Components/ActorComponent.h"
#include "SpineSkeletonDataAsset.h"
#include "spine/spine.h"
#include "SpineSkeletonComponent.generated.h"
// clang-format on

class USpineSkeletonComponent;

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineBeforeUpdateWorldTransformDelegate, USpineSkeletonComponent *, skeleton);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineAfterUpdateWorldTransformDelegate, USpineSkeletonComponent *, skeleton);

class USpineAtlasAsset;
UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonComponent : public UActorComponent {
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
	USpineAtlasAsset *Atlas;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
	USpineSkeletonDataAsset *SkeletonData;

	spine::Skeleton *GetSkeleton() {
		CheckState();
		return skeleton;
	};

	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
	void GetSkins(TArray<FString> &Skins);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	bool SetSkins(UPARAM(ref) TArray<FString> &SkinNames);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	bool SetSkin(const FString SkinName);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	bool HasSkin(const FString SkinName);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	bool SetAttachment(const FString slotName, const FString attachmentName);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	FTransform GetBoneWorldTransform(const FString &BoneName);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void SetBoneWorldPosition(const FString &BoneName, const FVector &position);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void UpdateWorldTransform();

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void SetToSetupPose();

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void SetBonesToSetupPose();

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void SetSlotsToSetupPose();

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void SetScaleX(float scaleX);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	float GetScaleX();

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void SetScaleY(float scaleY);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	float GetScaleY();

	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
	void GetBones(TArray<FString> &Bones);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	bool HasBone(const FString BoneName);

	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
	void GetSlots(TArray<FString> &Slots);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	bool HasSlot(const FString SlotName);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void SetSlotColor(const FString SlotName, const FColor color);

	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
	void GetAnimations(TArray<FString> &Animations);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	bool HasAnimation(FString AnimationName);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	float GetAnimationDuration(FString AnimationName);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void PhysicsTranslate(float x, float y);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void PhysicsRotate(float x, float y, float degrees);

	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
	void ResetPhysicsConstraints();

	UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
	FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;

	UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
	FSpineAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;

	USpineSkeletonComponent();

	virtual void BeginPlay() override;

	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;

	virtual void FinishDestroy() override;

protected:
	virtual void CheckState();
	virtual void InternalTick(float DeltaTime, bool CallDelegates = true, bool Preview = false);
	virtual void DisposeState();

	spine::Skeleton *skeleton;
	USpineAtlasAsset *lastAtlas = nullptr;
	spine::Atlas *lastSpineAtlas = nullptr;
	USpineSkeletonDataAsset *lastData = nullptr;
	spine::Skin *customSkin = nullptr;
};
